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  2. In Grow a Garden 2, GAG 2 Pets evolves from a supportive feature into a foundational system once players begin engaging with advanced optimization architecture, where every mechanic in the garden is treated as part of a larger interconnected structure. At this stage, gameplay shifts from simple progression into deliberate system design. Early and mid-game strategies usually revolve around expanding crop variety and unlocking new tools, but advanced progression introduces a different mindset. Instead of asking how to grow more, players begin asking how to grow more efficiently. This shift transforms the entire approach to gardening, where precision becomes more valuable than scale. The game’s underlying systems are built around interaction layers. Crops are not independent entities; they respond to timing, spacing, and environmental influence. Pets further modify these interactions by adjusting growth speed, mutation probability, and output stability. When combined, these systems create a complex network where small changes can cascade into significant results. Advanced players often begin by analyzing growth cycles in detail. Each crop has its own internal rhythm, and understanding these rhythms allows players to synchronize harvests for maximum efficiency. Pets then act as tuning tools, adjusting these cycles so that multiple systems can align more effectively. Another key element in this stage is optimization layering. Instead of applying a single strategy, players stack multiple small improvements—slightly better timing, slightly improved pet placement, slightly refined spacing. Individually these changes seem minor, but together they create substantial efficiency gains over time. Garden architecture becomes a major focus. Layout is no longer about aesthetics or expansion, but about system flow. Proper placement ensures that all modifiers overlap correctly, while poor design can break synergy chains and reduce overall output. This turns the garden into a structured machine rather than a casual farming space. Resource allocation also becomes more disciplined. Players start prioritizing upgrades that improve long-term efficiency rather than immediate gains. This includes investing in pets that provide consistent bonuses rather than temporary spikes, as stability becomes more valuable than burst performance. In community discussions, optimization strategies are frequently shared and compared, with some players referencing platforms like U4GM when talking about general resource accessibility or progression pacing comparisons. However, the main focus remains on mastering in-game systems and refining personal optimization strategies. At advanced levels, success is defined by system harmony. Every element—pets, crops, timing, and layout—must function together without conflict. Even small inefficiencies can compound over time, making precision increasingly important. Eventually, gameplay becomes a process of continuous refinement rather than expansion. Players adjust, test, and optimize endlessly, seeking the most stable and efficient configuration possible. At this stage, conversations around Grow a Garden 2 Items for sale cheap naturally emerge among high-level players, especially those focused on structured optimization architecture and long-term efficiency modeling within Grow a Garden 2.
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  4. More academic question: As Petra is fully map-aware, it would certainly also see where the scouting camps are placed so they can be easily attacked. (I do aknowledge that this map awareness cannot be simply changed) Only in reality, I believe, these camps should only be found by accident or by observing/following a scout you encountered.
  5. While I am a supporter of more graphical overviews hence preferring the previous version, this one has its beenfits in more details of course. What if there was a button "Details" in the graphical representation (with the very nice icons) and that button would open the text represntaiton with the enhanced details?
  6. Today
  7. There was a discussion regarding whether some people prefer icons (like me), and others text. I think the conclusion was that it could be left for the player as an option. An alternative layout I can think of to show the high amount of info more efficiently (and following also from other games) is the structure of the 2nd one, with the icons of the 1st one, no text (or with name tags like the Heroes on the 1st layout), with the explanation as tooltip when hovering the mouse. One could also have the option to show text beside the icon (or just text, without the icon), but the more experienced players could then choose only icons as a faster reference. I also liked more the upper right images from the 1st layout. Another thing I was thinking about (coming soon in my next batch of suggestions) is that I'd put Catafalque Bonuses inside Civilization Overview to present and concentrate all information from a given civ better (although this would add even more info to this screen).
  8. Yesterday
  9. Another potential layout. It's less "graphical" and doesn't have icons. it's a simpler layout and follow the current more closely. Potentially more text on the screen than the other one, which I was trying to get away from.
  10. Edited the Athenian mockup with some DE-accurate information: I threw in some vertical scrollbars for 3 of the information panels and a horizontal scrollbar under the Hero portraits at the bottom.
  11. Have these emails been sent recently? (As in the last few days? There was a bunch of these messages sent out a little while ago, but the account that was behind those was banned, and new accounts blocked from sending private messages, so this specific scam should not happen again.) And yeah, Wildfire Games is not and will not be handing out iPads or other things at all.
  12. Yes, Wildfiregames doesn't hand out IPads. About getting mail, maybe you have email notification enabled, click the bell icon at the top and go to notification settings. That would be a means for others to send you email through the forum software itself without having to know your email.
  13. Hello, Not to make this too verbose, I get messages in my mailbox about iPads handed out by Wildfire, doesn't sound too credible, but - in case it is a scam, shouldn't my email be invisible on the website here - then how was it obtained by whoever sent it? If someone (competent) could comment, I would be indebted. Thanks.
  14. Items like this for Civ Bonuses and Team Bonus. Stencil format. onHover tooltips give Description/History: Then for technologies and structures, we get icons like these, which have onHover tooltips giving costs, etc., as in-game or in structtree, plus Description/History: (technologies) (Structures)
  15. Anything I should change, or any problems?
  16. Thanks for the reply - I agree, as soon as I have things working for myself I wanted to make a 'getting started' page and work my way on through that. After a general browse it seems there is a lot of information on the wiki for technical people / contributors and far less for users, so wanted to add to that corpus. Hopefully @Stan`or somebody else can help out!
  17. Exactly. All we need at first is to make a generic layout (so every civ's Civilization Overview will look nicer right away), and then a civ-specific layout: perhaps for either the Achaemenids and/or the Athenians. If can make that work, then it should be a lot smoother making the rest of the civs follow suit with their own themes. All of the features will be in-place and all we need to do is plug-n-play.
  18. Yes, looks great. I also think that all the civilization-specific ornamentation adds a lot of personality. I can imagine a base template with more generic decorations that act as placeholders until they're replaced with civilization-specific ones. I think that could help the visual development of each civ overview.
  19. Hello, I'm not 100% sure, but I would guess that's leftover from the old wiki, and I think it might have been a default page just talking about basic formatting etc, so it's not a big loss. You might want to take that as your first project: creating the Help page and figuring out what goes on there as you figure the wiki out. I would presume the first step would be to ask for edit/create permissions though, as that doesn't seem to come automatically. I'm not sure who to ask though, maybe @Stan` ?
  20. I think the 'generic' theme could be based on this Athenian example. Just remove all of the Athenian-specific things, like the owls, anchors, and ocean waves. That way, when a modder adds a new civ or the base game adds a new civ, the new layout will still work without necessitating a whole new theme right away. The theme for the new civ can be created later and will be helped with the fact that there will be a dozen examples of how it's done. I really like how the bonuses are represented by stencils, while the 'entities' such as technologies and buildings are represented by simplified, aesthetically pleasing round icons.
  21. Yes, I liked several of your suggestions. They seemed sensible and, more importantly, straightforward to implement and likely to get accepted. Unfortunately, I just haven't had the time to work on them yet. I also agree that this redundancy should be removed. This one is very clean. Love it!
  22. It’s being implemented in Classical Warfare AEA! We don’t quite have the attack part yet, but at least you can receive bonuses while in formation for moment. In particular Phlanax and Testudo. I may add/tweak a few more.
  23. I agree that a lot of them are visually noisy. In anything final, I'd reduce a lot of the noise in the textures and not pack in so many flourishes and details. I think the Athenian one is perfect for what I'd aim for. I'm super fond of the Han and Syracusan ones too. These are only mockups. The techs, bonuses, etc. in most of them aren't real. The ones which are real I had to do a lot of work to force the LLM to pull the relevant data from the civ profiles in Trac, which are outdated of course. The LLM doesn't have the entire source code and public mod inputted, of course, let alone Delenda Est.
  24. @CoyoteTango I, and many here, agree, as you can see in my suggestion: This is known and discussed, as is maintaining formations during attacks, I think some have been working on it a bit, but it could be that others are against it, although I fail to see the appeal of preferring fighting blobs of units instead.
  25. Thalatta

    Mod request.

    Sure, I also only play SP, and I've argued that's what over 90% of players actually do, so it cannot be overlooked as it usually is (if growing the game is among the priorities). But, ideally, whatever is implemented for SP shouldn't be a source of unfairness in MP, and that's why @wowgetoffyourcellphone observation is valuable. Preferably certain things should be automatically banned from MP, but for some reason this doesn't happen, and it has been many times a source of conflict among players.
  26. If you have any questions about our Vulkan or render backend interface, you can write to me
  27. would like to share a few suggestions to improve the tactical depth and usability of unit formations in 0 a.d.: Maintain Formations During Attacks: Currently, when ordering a formation (like a Roman Testudo or Greek Phalanx) to attack, the formation breaks apart as units rush to fight individually. It would be great if formations could move and attack as a single cohesive block, maintaining their defensive bonuses and structure during defensive advances or slow pushes. Improved Stance and Range Management: Managing ranged units or tactical retreats is currently difficult because troops automatically engage anything in range, disrupting the battle plan. We need better control or dedicated stances to prevent units from breaking formation to chase retreating enemies or breaking ranks to attack targets of opportunity. Custom Formation Dimensions (Width and Length): It would be extremely helpful to choose the specific dimensions of a formation before or during placement. For example, allowing players to adjust the grid to be 10 units wide by 5 units deep, or vice versa, either through hotkeys or by clicking and dragging the mouse to draw the line of deployment If you see any AI, it's because I used it since I don't speak English. Thank you for your hard work developing this magnificent game.
  28. Last week
  29. wzyas

    Mod request.

    @Thalatta thanks for the link When I have time I will look more about it. Keep in mind that my initial thought was a mod to play against the computer. Single player game.
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