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Indeed one has to be careful with mainly two things: micro and snowballing. To avoid the first, one should get slaves through capture, trade, or bondage as automatically as possible. To avoid the second, besides the problems mentioned (limited amount/lifespan), risk of fleeing/rebellion should be up there. Issues like phenotypes or "immediate" conversion have to guide the actual mechanism for things not to be weird. There are basically two ways to introduce slavery: with just a number, or units. A number could be another icon besides population showing slave population, that could be increased by fighting (like Loot), either with a "slavemaster" present or not (that could be an andrapodistēs for the Greek factions, although I have to check if there's something more "legal"), by buying at the market, or by "converting" own workers into slaves (it should be better than just deleting what one doesn't need anymore). The number of slaves (which would also slowly decrease because of runaway slaves) would provide some economic bonus, but if it goes too high there's risk of rebellion (Gaia units could spawn somewhere in the territory, decreasing the number of slaves). This could happen if an army is obliterated and the free/slave ratio suddenly decreases too much (how this ratio should exactly relate to rebellions is up for discussion). Maybe they could be set free and transformed into workers to deal with that ratio (but at a food price, and maybe an "adaptation" cooldown or a count on how many are freeable at a given time). With units, everything would work quite similarly, just that instead of a bonus, one would use them for any task wanted (I'd keep using a different population icon for them). I guess what would need more explanation in this case is the capture mechanism, but this also depends if there will be a morale/loyalty system.
- Today
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For Vegan Gamers: The Food Supply Icon
Obelix replied to NiRa Muso MIOZOTO's topic in Gameplay Discussion
Some modders use their GitHub repositories (e.g. 0ADMODS), some have their mod only on a local drive or their preferred cloud storage and yet other have a Gitea repo (f.e. Empires Besieged). It's impossible to give a general answer. I’m specifically interested in the nonviolence mod ! I think the repository you asked for is the .zip file posted by @Freagarach in the following thread: Just extract the container and you see the modded files on your drive. By changing those, zipping and uploading you're 'pushing'. -
For Vegan Gamers: The Food Supply Icon
NiRa Muso MIOZOTO replied to NiRa Muso MIOZOTO's topic in Gameplay Discussion
Actually a slavery system could make more expensive units useful again in a non-violence ! I’m specifically interested in the nonviolence mod ! -
I just saw your similar post... ... and got reminded on this topic: My problem with your proposal is that it shouts 'I minimize micro-management!' but in my game style it would lead to more micro-management bc units would not more be where I garrisoned them and sometimes I need all those 5 units at one place and then I have a problem.
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For Vegan Gamers: The Food Supply Icon
Obelix replied to NiRa Muso MIOZOTO's topic in Gameplay Discussion
Some modders use their GitHub repositories (e.g. 0ADMODS), some have their mod only on a local drive or their preferred cloud storage and yet other have a Gitea repo (f.e. Empires Besieged). It's impossible to give a general answer. -
So to be clear opengl stopped working ?
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@Grautvornix @Thalatta Since this is the largest dedicated Slavery thread, lemme just list the options presented here (at least that are viable, if there are ones I missed lemme know) 1: Train Slave Units at Market/Dock/Storehouse - This would mean a custom slave unit, who would probably just cost metal, be easy to train, but might have some other problem (such as a limited amount that can be trained/limited lifespan) 2: Convert % of Slain Units to Slaves - This is viable, it adds little micro, though there might be problems with phenotypes (turning a male soldier into a female slave), OP usecases (snowballing is increased, since winning battles helps your eco), and actual usefulness (slain units would transform on the spot, meaning they would be slain by formerly allied soldiers quickly). 3: Unique "Slavemaster" Unit - This idea is that a unique unit would be trained at the Market/Dock who can capture other units, turning them into slaves. The micro required for this might balance it's relative bonuses of free workers. 4: Capturing Units - Similar to 3, this feature would have any soldier have the option to "enslave" an enemy unit below 20% health. This is probably OP (could result in capture rushes, where captured slaves are used to weaken uncaptured units) and is A LOT of micro.
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For Vegan Gamers: The Food Supply Icon
NiRa Muso MIOZOTO replied to NiRa Muso MIOZOTO's topic in Gameplay Discussion
Thank you xD The no violence mod sounds great except a lot of units become useless . Can you still capture buildings ? It’ll be a while before I can look at changing the other icons. Do mods have a special git repo ? How does one push a change ? -
As I mentioned, maybe try your luck with the sources listed at the end of Chapter 12 (Palmyra and the Military, From the Roman Period to the Islamic Conquest) of The Oxford Handbook of Palmyra (if not illustrations, maybe descriptions). Possibly even the military roles I described before are more fleshed out in some of those.
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For Vegan Gamers: The Food Supply Icon
Thalatta replied to NiRa Muso MIOZOTO's topic in Gameplay Discussion
That person did start a thread (different username, but same day): Other threads dealing with the same thing (just by looking at the first two pages of a search, I think both duplicated issues and threads should be closed as soon as they appear, or ideally merged, but it seems that's not possible). And mentioned in the more recent: I'd say, choose the most complete one and continue from there -
guerringuerrin started following Campaign mode
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For Vegan Gamers: The Food Supply Icon
Perzival12 replied to NiRa Muso MIOZOTO's topic in Gameplay Discussion
This deserves it's own thread ngl -
Other things I want to do and need advice from historians for are: What would all the archer levels look like, from basic to elite?
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BINGO! Quite surprised that this should have changed on a minor, late OS revision, but there we are. Interestingly, I don't have that on my other Mac, running the newest OS. But there we are. Thanks, all.
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For Vegan Gamers: The Food Supply Icon
Obelix replied to NiRa Muso MIOZOTO's topic in Gameplay Discussion
Regarding the slavery/naturalization debate: Aha you want slavery then! That’s up for interpretation ! Who is to say the villagers are unpaid and have no property ? The idea is just they aren’t allowed weapons ! It would also be interesting and fun if soldier units could capture/convert villagers immediately instead of killing them ! There is the ten-and-a-half year old Issue #3873 (Slavery system) that awaited discussion till today. -
I'm on Apple Silicon, not Intel. (And I'm on OS 15.8, which is two versions below the recently released OS 27.) And I'm using the ARM build. I have re-downloaded the app (in the unlikely event that the binary somehow got damaged in such a way that it still runs), and deleted the Cache folder. Are there are parameters or settings I can use in the config file that might be useful?
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Do you know if you were using the vulkan or the opengl backend ? you could try running the game from the terminal with -conf:rendererbackend:vulkan or put rendererbackend=vulkan in your user.cfg
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I did a search, and ai said that macos 27 dropped hardware support for intel macs, so intel macs can't go to 27. Not being able to run intel apps is going out in macos 28. https://developer.apple.com/news/?id=w5ngl9k2. So, I think @benwiggy is fine
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Mac recently dropped support for Intel-based apps, you can either install Rosetta or reinstall from the website using the non-intel version. This may or may not be your problem.
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===[COMMITTED]=== Siege Artillery Rework
Thalatta replied to Alexandermb's topic in Completed Art Tasks
I'm not saying it's inaccurate, but early, that's why I proposed to leave both, and wondered if techs should visibly upgrade units. It could well be that Spartans and Athenians wouldn't have this tech (I've mentioned lots of techs in Thoughts on the Spartans that wouldn't apply to them just because currently related ones do), if their focus is only the Classical period (which is a bit funky when also fighting Hellenistic civs, but ok). After all, "the new torsion weapon does not seem to have reached fruition until the middle of the 4th century", and by the 330s BC "the torsion catapult had already appeared elsewhere, and scholars have assumed that its testing ground was Macedon, kingdom of Philip II and his son, Alexander the Great", from Campbell. Good to know the Polybolos has somehow been considered (I just play one civ at a time for months, have gone through Spartans, Athenians, and now with the Macedonians). Still, the torsion spirals seem the most pressing blunder to fix, since that's not only incorrect, but physically impossible (hoplites with rectangular shields would make more sense ). -
Asher started following Mac: Blank screen on start
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===[COMMITTED]=== Siege Artillery Rework
Ultimate Aurelian replied to Alexandermb's topic in Completed Art Tasks
The tension design is imo not that inaccurate for the Spartans and Athenians, they seem more focused on an earlier time frame. Now for the Hellenistic civs it would be (BTW i just noticed the Seleucids seem to have no bolt shooting artillery). Polybolos is already in game, but only for Ptolemies. -
Maybe try clearing the caches folder for 0ad, that might help. Did you restart after upgrading? If that doesn't work, maybe try reinstalling 0ad
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I just upgraded my Mac from Sequoia 15.8.1 to 15.8.2 (so not a massive jump), and now 0AD starts with a black screen. It's 0AD 28, and worked fine before that. I can see the arrow pointer (0AD's stylized spearhead), and if I manage to click in the right place, I can hear the click sound. I can also hear the music. I tried clearing the Application Support folder with all the config files, but that didn't help. Any thoughts? Thanks
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benwiggy joined the community
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ThePoshBarbarian started following Campaign mode and ===[TASK]=== Crowd Sourced - Illyrians (Faction)
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===[TASK]=== Crowd Sourced - Illyrians (Faction)
ThePoshBarbarian replied to wackyserious's topic in Game Modification
I have been working on updating the illyrian mod https://github.com/0ADMods/illyrians from a24 to a28, https://github.com/ThePoshBarbarian/illyrians/tree/a24Toa28, though haven't touched it for a bit now, I have at the very least ported it near fully to a28, might still be a few issues though. And still no civ bonuses, unique techs, building, or team bonuses unfortunately. -
Where did you find the map? Is it part of the base game scenario maps? Still great work Atrik.
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