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  2. Great. Feel free to ping me then in the issue or assign it to me. Or even better, if plan you to do it more often in the future, make a PR yourself; changes like this can be made pretty easily, the unit names are defined in the template files in binaries/data/mods/public/simulation/templates/units/. I could help you figure out the Gitea stuff. Regarding the Ekdromoi, I made this thread a few years ago: Regarding the Prodromoi, they are already present in the game, no? About the term "Psiloi", I don't think it's too general. There's always a balance to strike between making it perfectly accurate, but also interesting gameplay-wise. That's why we often chose the native name describing the people that a unit actually represents rather than what it ended up as in the game. The Athenian slingers for instance are only slingers for gameplay reasons, but they historically represent any skirmishers in general, including the ones that just threw rocks.
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  6. I'm on a forum a lot and I had miss both your posts still. I only dug into the issue when realizing the bug myself. Since games can have diplo turned off, there is a small chance this bug could have even made it to next release unnoticed even... This is a formal invitation to help on git by opening tickets when you encounter such bugs..
  7. Today
  8. Looks like the latest SVn update solved this issue. Thank you very much!
  9. Phantastic - it seems the latest SVN update solved this issue!
  10. Just some very basic consideration (non historical of course): My first reaction was "Anorganic entities like ships or siege engines actually cannot learn, which is the basic conditions to move upwards on the elite training ladder", but the crews operating them can and these are in our case part of the virtual anorganic unit. Like, a good artillery or sailing/rowing crew can move quicker and aim and hit targets much better than newbies. Therefore it does make sense. I believe, auto repair (self-healing) is something that would realistically be feasible only ashore for ships, e.g. at a shipyard at best - and it does cost resources (wood and metal). For siege engines there were no depots, instead I guess they were built near the battlefield. So repair is done by other units.
  11. Sure, I guess after I finish with the coming two parts for the Athenians I'll gather all my hopefully non-controversial naming improvements (and icon proposals?) and do that.
  12. oh yes, how I love charging into town with my cavalry and killing a bunch of pregnant women.
  13. Huh... I was kinda thinking maybe it could be implemented as a type of unit for Athens. Maybe I can try modding that and see how it goes.
  14. Thanks for your concern . We've already resolved this.
  15. Correct, except helots in vanilla have same stats as pretty much all other javelineer units which doesn't make as much sense to me and dont bother with @Arup He talks a lot, but wont ever try anything
  16. Yes, for sure you would already have Perioeci hoplites, so it's ok if you leave the javelineers just as helots (like in vanilla!).
  17. Based off of one of the articles you sent, it sounds like most Perioeci were still equip as hoplites. That's why we gave helots both jav and slinger options. We have cretan archers but not until p3 i dont think. And theracian peltasts available p2.
  18. I suggest you open a ticket for all these name changes in the gitea @Vantha or @wowgetoffyourcellphone might help bring these changes to life
  19. For Sparta, helot slingers seem fine, for javelineers being Perioeci instead would be possible, but maybe you wanted to keep them as weak as possible. Mercenary Cretan archers later on are also a possibility, which could balance what should be their weak cavalry and very slow infantry, but fast when forming up. For Athens, as proposed, just substitute slingers with archers, which is very important considering the literature quoted (in particular that archers "were usually mercenaries, often from Crete, but Athens was an exception. The Athenians had native foot-archers"). In Part II I'll mention I think they should be a somewhat "fast" civ early on (for Greek standards), in contraposition to Sparta.
  20. @Thalatta as the self proclaimed biggest worshipper of Athena im hurt you did not ping me into this topic before
  21. This is a Replay of 4 Petra Bots on this Map-Version "Rome-with-Crossing12b". All bot settings are: "Very hard, balanced". It is here as a riddle. There is no winner determined yet, although the outcome is pretty clear. But the question is: "Why is Rome not defeated yet?" [should be defeated around: 1:11 - 1:12] I will post the solution in some days.... took me also some time to figure it out. PS: It is not always the same bot winning. It depends a lot who is the first running into a crossed-T, like "Gallic Invader 1" at Min 14. Sure this makes a huge difference. Well the first uploaded files were wrong, they were the replay of my research to solve the riddle. metadata.json commands.txt
  22. I'm sending a message in a bottle out to sea. Hey everyone, I'm working on a campaign for 0 A.D. called Burning Heart. I want to brainstorm a cover for it. Not an Age of Empires 2 copy, but something with that same vibe, that feeling of power in the image. Anyone down to collab on this? That'd be great.
  23. Okey, I restarted upping this map a little further. So here is a recent version with in total 4 cross-points over the Tiber, which changes the character of the "battle of the Tiber map" even further. In the original it was mostly: "All against Rome" which has the worst starting conditions, why I started to work on the map .Now with AI everyone is more or less fighting his neighbor. Is it possible to add setup options on a scenario map like the "balanced" Button on Mainland balanced? I would like to have some option eg. some different setups of treasure? Rome-with-Crossing12b.xml Rome-with-Crossing12b.pmp
  24. Not sure what I was thinking yet. I mean for helots: "Helots have 25% less range, wider spread, and 10% less damage than normal citizen infantry, but the same gather rates as civilians. They have 75 HP and cost only 40 food and 10 wood or stone. They do not receive forge techs." Sparta has both "javelineers" and "slinger" helots, the Javs are not peltasts though (no shields.) Athenians have Peltats, Slingers, Thracian Peltasts and Rhodian Slingers. Way back when we removed slingers and added archers, so have some of the framework for that. I may still keep regular slingers as an option too to unlock, but the archers would come standard. These are the things I like to discuss on discord So even though its pretyt dead, maybe you could join and we can go back and forth with these things and @ThePoshBarbarian Is welcome too!
  25. First, champions is quite a misnomer. One would be hard pressed to find elite troops being called like that in any serious source. They are usually called, well, "elite". There's of course the issue that ranks are "Basic", "Advanced" and "Elite", the first two again terms that one will basically never find to describe how experienced units are. I think better would be "Recruit", "Seasoned" and "Veteran", all terms I've come across multiple times in sources. Second, what about ships and engines being able to be "champions"? One could make use of elite triremes for Athens for example, instead of making up things that weren't characteristic for them. I guess the main point of champions is to indicate that organic units do not work, but I think there's also a "good unit" implication being made that could be useful for a few inorganic units (they could also have some particular restriction or characteristic, like auto repair? Repair only at Dock/Arsenal? No repair? Whatever is balanced).
  26. @Emacz you can always launch a missile more ineffectively. But what is it that you are thinking, exactly? What would be your Spartan and Athenian ranged units roster? The helots you are talking about are already psiloi, while trained Athenian "archers (toxotai) and lightly armed troops, generically called psiloi" (Dahm). Some sources (like Elliott and Rawlings) make a distinction between psiloi and peltasts, probably because of the latter's shield.
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