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https://getartcraft.com/apps/photocraft there are several tools for artists. https://app.getartcraft.com/create-object Yesterday, a YouTube video popped up recommending this free tool, which is also available on Linux/Windows/MaC OS and is open source. I get succesful download.
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Mr.Backup993 joined the community
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Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Another minor update for post-Atlas in version 1.11.1 addressing Main changes: Fix: A game's public.zip chosen by name is taken as meaning the folder that holds it, especially on snap distribution Fix: Lighter little pictures in the Replace dialogs, the enlarged picture and the changes window. New: Adding "some" campaign map testing post-atlas-1.11.1.zip CHANGELOG.md -
Did it accidentally twice (https://gitea.wildfiregames.com/0ad/0ad/issues/9305 and https://gitea.wildfiregames.com/0ad/0ad/issues/9306) because when creating them I got a server error. I cannot access them because of that issue ("500 Internal Server Error Gitea Version: 1.26.4+1-g1ac57c9699").
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Well walls can be attacked by arrows normally, I’d just: raise their pierce resistance so that arrows don’t affect them almost at all fix it so that they take attacks by projectiles not aimed at them Neither should be too hard, I feel like the functionality is already in the game
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Wanted to start with this easy part, but after switching to main and building (both Debug and Release), menu issues are still present, and this happens: video.mp4
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Variant civilizations as well.
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Antigonid Kingdom Faction Design Document 1. Faction Overview The Antigonid Kingdom represents the Hellenistic Macedonian state ruled by the Antigonid dynasty from the late 4th century BC to 168 BC. Unlike the Macedonian armies of Philip II and Alexander the Great, the Antigonid military system represents a later stage of Hellenistic warfare. Its core remains the Macedonian phalanx, but it relies more heavily on a combination of Macedonian, Greek and mercenary troops, supported by cavalry, specialist infantry and war elephants. The faction should therefore not feel like a second Macedonian faction. Faction Identity A mature Hellenistic Macedonian army built around the phalanx, supported by specialist troops, mercenaries, cavalry and elephants. The Antigonids should excel at: - Heavy infantry and phalanx warfare - Combined-arms warfare - Specialist and mercenary troops - Elite royal infantry - War elephants - Sustained land warfare The faction should be less dependent on elite cavalry than Macedonia and less centered on elephants than Epirus. Naval Identity The Antigonid Kingdom should have a moderate but important naval capability, reflecting Macedonia's involvement in the Aegean and the importance of controlling maritime routes and coastal positions. The navy should primarily support the land army through: - - Coastal operations - Control of nearby sea routes - Support for military operations in Greece and the Aegean The Antigonids should not be a dedicated naval faction. Their naval strength should complement their powerful land army rather than define it. Land power remains the core of the faction, while naval control provides strategic support.
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I think they could be potrayted through the mod's hero system. Choosing a hero from a later period unlocks Antigonid units.
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I acknowledge that 0AD uses rather 2 D (or 2.5D) hence modelling arrows crossing a wall might be a challenge. This was probably the reason for stopping movement but allow attacking through the wall. Funny enough, this works from both sides of the wall: it is hard to keep my troops inside the wall away from the attacking the enemy and they are fighting back although they shouldn't need to (same reason: enemy is near and in reach of the weapons but cannot move much closer. Wall defense should be left to the troops manning the wall and its turrets (still working on a mod that allows running along a wall towards the actual attack. Currently, the wall segment attacked does not get replenishment or help form adjacent segments)
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I agree that this is the case currently. But should it? Walls were supposed to protect people from attacks.
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[Request] Third Century Roman Shields Imagery
Nicolaus_von_Kues replied to Nicolaus_von_Kues's topic in Art dev
@Thalatta @Ultimate Aurelian It would be good if you could help with your help to research. -
I always like to read the primary source. I don't trust something that doesn't have human thought.
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Preset Hotkeys feature
parizaad replied to guerringuerrin's topic in Game Development & Technical Discussion
Having a few ready-made profiles would save a lot of time instead of rebinding everything manually. -
Ok, I came up with a simple, interesting and realistic mechanic (I've tested it with Python, with chatGPT help since I didn't want to waste too much time on this). The general idea is giving each Market a value according to its placement, and get from that Local Trade (small trickle) and Route Trade (with Traders). I normalise all areas and distances according to the area and radius territory settlements (initially) generate, and use a couple of constant to have final values resembling present gameplay. To assign each Market a value, I'm using Voronoi cells (regions closer to a point than to other points, play with https://cfbrasz.github.io/Voronoi.html) to tile one's contiguous territory. I calculate Market value as sqrt(N)SE, where N is the total Number of Markets, S its Economic Zone (Market's cell area), and E its Efficiency, given by, after fixing the Market's cell, the ratio of its subcell area respect to the subcell area of the centroid of the cell, multiplied by two (a Market placed at the centroid of the cell has E=1, while at the periphery of a circular cell has E=0.4). Local Trade is then sqrt(N)SE/5, which gives a reasonably low trickle of metal per second. Between any two Markets there's a potential trading route. They start enabled, unless they form less than 20 degrees with an already enabled route, to avoid skipping intermediate Markets. One can disable and enable them to change the network, and a Trader travelling between two Markets produces a Route Trade of 5sqrt(N)SiEi (which is the sum of their Local Trades multiplied by 25). Traders would randomly travel these routes (greatly reducing micro of uninteresting stuff), thus an appropriate network has to be enabled depending on the circumstances (like Market value, number of Traders or enemy territory). Traders would need to have a limitation to make total Route Length proportional to their number (I think them taking a time to trade would work best). I also define a quality factor Q=Route Trade/Route Length, which would be proportional to average profit per Trader (per unit time depending on Trader speed). There are some things that I'm not testing, like coastlines, Docks, allied Markets (neutral ones could be included), and actual Trader dynamics (just averaging for now), but at least to have an initial idea, as shown in the following examples with the script. 1) Placing a Settlement and a Market, where its Eco Zone is then all territory. See how its efficiency at the border is 0.4, and near the centre close to 1 (for now ignore right panel and trading routes). Placing a bunch of Markets together is not effective since it's better for each to be at the centre of their Eco Zone, and in extreme cases of making them less effective the total Local Trade can reduce a bit (client indecision). I get the same Local Trade from five Markets put together as from two placed strategically: 1.mp4 2) Expanding territory is more profitable, but inefficiency keeps gains low. More strategically placed Markets need to be built to make the most of Local Trade, also up to a point because their Eco Zone gets reduced. This is how both variables balance each other to generate realistic dynamics: 2.mp4 3) Disjointed territories have independent Eco Zones, but for now there are situations where the Eco Zone of a Market can be disjointed, like in concave territories. One can think that clients somehow go to the closest Market anyway, but I'm leaving it like this for now because just not allowing Eco Zone borders to cross territorial boundaries would be a mistake, as shown at the end: 3.mp4 4) I've already explained trading routes, so I'm just choosing different networks among possible ones. The orange flashing is the angular restriction to make things look realistic. Quality is important since long routes require more Traders to be as profitable as they can. Again, Traders taking time to trade would work best, and would reduce Quality for short routes, which right now is high because of the lack of it. At the end it's a balance between involving the most valuable Markets and the amount of Traders one is willing to have (I think they should take less than 1 pop, it'd be nice to see the network working without losing so many slots for troops): 4.mp4 Here is the code for those who want to play with it: MarketsVoronoi.py
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Le projet de 0ad après l'an 1 est il toujours envisagé ?
Stan` replied to El Maker's topic in 1,000 A.D.
Yes we started working on Empires Besieged with @wowgetoffyourcellphone but we don't have much time these days so it's going slowly- 1 reply
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El Maker started following Le projet de 0ad après l'an 1 est il toujours envisagé ?
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Hello, I was wondering if the idea of creating a version of 0 A.D. set after AD 1 is still being considered by the developers or the community. I noticed that the discussions related to this project are no longer very active. Personally, I find the idea quite interesting, even though I understand that the amount of work involved would be enormous. I am currently working on my own mod, so I have a pretty good idea of how much work a project like this can represent. Is this project still something that could be considered in the future, or has it been abandoned for now? Thanks !
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Yes, as long as you check the original (because sometimes the summary is made up).
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Here are some updates for the mod; this is one of the rebel factions. I am looking for a way to select various rebel groups within a single faction and am planning out this type of faction. Naturally, it needs to be very different from traditional factions, perhaps incorporating some nomadic characteristics. Recording 2026-10-07 192319.mp4 Recording 2026-10-07 192446.mp4
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Hi @InSky, welcome to the forums. It probably would be helpful for people willing to look into this if you attached your logs: https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths
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Hi, i am blocked by this bug when doing the campaign introduction, is my first time playing the game. this happens in the second campaign tutorial, right when he need to teach me how to build more houses in the same instruction.
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Rome 2 Total War gameplay
Nicolaus_von_Kues replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Bonus... -
Rome 2 Total War gameplay
Nicolaus_von_Kues replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Rome 2's Mars Update. -
I hope the Antigonid Kingdom makes its debut someday. Literally the only differences with Macedonia are the elephants and the Thyreophoroi + Thracians & Illyrian mercenary.
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I'd like a funny AI that makes you laugh with threats. The AI for single tweaks is very boring, it always does the same thing. When Petra attacks, it is always an attack without withdrawing their troops. And it always relies on sending large waves. Never anything out of the ordinary, no surprise. Nothing unexpected.
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