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  2. Having this problem some days ago I did this and it worked
  3. Hello, the mod is now available on mod.io and through the mod downloader. In the future refrain from using 0ad>=0.28.0 as it causes issues (You cannot guarantee what will happen in the future)
  4. Today
  5. @DesertRose I had the same issue. I think I fixed it by doing a git lfs pull as recommended by @Stan`, but it would only work doing so from my own fork. Sync your main branch's fork from the web UI, then use it to re-base any local branches.
  6. Wonder if all those new maps could be part of @andy5995's community maps mod
  7. Try to to git-lfs pull maybe Basically the issue is that your fork needs to be updated, because new art assets were pushed on main.
  8. When I try to pull the changes made to my fork by sync it to 0ad:main I get the error: Downloading binaries/data/mods/public/art/meshes/props/caryatid.dae (101 KB) Error downloading object: binaries/data/mods/public/art/meshes/props/caryatid.dae (4758e69): Smudge error: Error downloading binaries/data/mods/public/art/meshes/props/caryatid.dae (4758e699101e3ab0b367bc4557a5fe155b395df3a28d3c3ecc3c5d7bb4b45565): batch response: Repository or object not found: https://gitea.wildfiregames.com/DesertRose/0ad-DR_fork.git/objects/batch Check that it exists and that you have proper access to it Errors logged to '/home/tre/git/0ad/0ad-DR_fork/.git/lfs/logs/20260321T085833.61052115.log'. Use `git lfs logs last` to view the log. error: external filter 'git-lfs filter-process' failed Have this error for a few days now. Is that an issue I can fix myself, or is this on the remote's side? I can't find any helpful info online.
  9. Usually not, but yesterday I travelled over 900 km by train to vote in my country (my country usually don't accept to vote remotely). Anyway, please vote on this poll. Thanks for your time. https://strawpoll.com/3RnYXRMVWye
  10. happy for you, nice that you can have a good sleeping schedule (I want to be this punctual for sleeping )
  11. Yesterday
  12. Already done: I think I'll write all steps that I followed. Not now, it's almoast midnight. Anyway, on GIMP I used color curves. The standard curve is y = x, I used y = 32 * nroot(4, x / 32). So for high mountains, behavior is nearly asymptotic. You can see that Himalayan is nearly flat, like a mesa. But, this is not sufficient. In a 512x512 Himalaya is so near to the coast that I can't do a passage between India and South-East of Asia.
  13. I'd try to reduce contrast on the heightmap and try again, to reduce a lot of the extreme height differences.
  14. While experimenting with an Asia map, I decided to push the size up to 1024x1024 — and honestly, it's a game changer. At 512x512, a continent like Asia feels cramped and loses a lot of its geographic character; with 1024x1024 there's actual room to breathe, to place mountain ranges, small seas, like Black and Red ones, and biomes in a way that makes the map feel like a real place rather than a compressed approximation. A map of this scale could support larger teams, longer games, and genuinely epic campaigns across Central Asia, India, or the Silk Road. Would anyone be up for playing something this large? (I don't know how to create a poll, please can any admin do it or maybe answer in this thread)
  15. De acuerdo, pero ¿qué está pasando? ¿Qué versión de 0ad? ¿Hay algún error?
  16. Gracias por la info. Puse el mod pero... No me ejecuta, o eso creo
  17. Battle management/micro isn't your enemy. Spamming meaningless clicks might be. I know a lot of players that love micro with freehand formation for example, which is a excellent feature. I'd love to have more features like this, I hope the selection box targeting will be in this category.
  18. Couldn't units be balanced in a way where sniping is less important? Then you wouldn't have to really worry about any of this
  19. That's an interesting analysis, it makes me think of priorities. That feature in the game is like having a high-end bike but only ever using one gear, while obsessing over automate a fan at higher revolutions to so it blows more air towards your face. Just saying.
  20. Are you sure it's not only a gamer mouse with multi-click macro buttons? Do you have some code or proof about it?
  21. Autosnipe existed but nobody uses it anymore and it probably doesn't work in R28 @ffm2 had some click counter script in python which you might be interested in
  22. I think their size was modeled after AoE3 ships. I agree, they need to be smaller, but that will make them look unrealistic.
  23. I hope the feature would make targeting accessible/interesting enough that it would be a desirable part of the gameplay. That's a bit unfair given the explanations and illustrations provided. --- I think you are imagining that there is a "auto-sniping" thing out there that sort out battles without any user input. Let's assume that it is the case. If a player that would use such "auto-sniping", some of the decisions and improvisations he would be normally be able to do would be removed. Likely resulting in fool-plays, or predictability that other users could take advantage of. On the other hand, trying to make available some features that efficiently translate user inputs into actions, that stay general enough not remove possible plays, would make them very competitive against it. The above isn't the goal of the PR, much more like a QOL feature, that would make micro in battle more interesting. Making targeted volleys of projectiles would be much more rewarding if you can define a area where they are thrown, then if you they just all go on the first closest enemy for example.
  24. Yeah, might be too technic. Maybe this commentary in that PR describes better why I think could help on this: Oh I understand and I think you are right about "Attacking ranged units beyond melee and then running away when ur melee is all gone will remain." The way I see it, targeting ranged units to eliminate them first (given their higher damage) is somewhat part of combat micro skills, just like sniping a Hero, rams, or other high-value units. And this probably wouldn’t be as necessary with a different balance for combat units (e.g. melee units stronger against projectiles). That’s why, from my perspective, when we talk about the sniping problem in 0 A.D., we’re referring to the repetitive action of targeting units with a group or using Alt+click to pick them off first. Which creates that “whoever clicks more wins” dynamic. But I can be wrong.
  25. Needing to add units to ships for firepower meant that investing in water would require many of your land soldiers. This means players would get flotillas full of soldiers and they would hardly ever return to fighting on land. Moving soldiers between ships and land to optimally fight on both land and water was unnecessary tedium, and usually players just didn't do this. Furthermore, with the guessing game about how many soldiers are in your ship versus the enemy ship, it was difficult to strategize (not to mention the random arrows). Lastly, requiring soldiers for ship effectiveness meant you always had to deal with the clumsiness of garrisoning different ships with the right amount of soldiers in order to fight.
  26. That would not make the mechanic obsolete, it would just be an easier way to snipe. Attacking ranged units beyond melee and then running away when ur melee is all gone will remain. Significant balance changes would be needed to actually make it obsolete.
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