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Skam pyblikaciya_krPt started following Капельница от запоя
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Слушайте кто сталкивался Близкий человек уже несколько дней в запое Жена в истерике Нужна срочная помощь на дому Короче, только капельница реально спасла — прокапаться от алкоголя цена фиксированная Приехали через 40 минут В общем, жмите чтобы сохранить — капельница после запоя казань капельница после запоя казань Звоните прямо сейчас Перешлите тем кто в такой же ситуации
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Skam pyblikaciya_krPt joined the community
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Unfrotunately i cannot give two hearts
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I believe I remember to have read it somewhere in this forum but cannot find it. Was that feature removed at some stage or was it more like a misudnerstanding from my side? The case I though I understood is really: I build a warehouse or a tower or whatever building. This cost x amount of resources. when I don't need that building anymore I can destroy it and get x/2 (or some other fraction) of the original resources back. Does anyone remember if this used to be the case and it was removed?
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@Emacz, could you check out the site, see how it looks, and if I should change anything. Others are welcome to see it too
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Is this the ai doing it, or you? If it is ai, does it build houses in a row to the resource to speed the transportation?
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Just was using ai to update our site. Do you think the nav bar (home, charts, civ) should go on the side, or the top, like it was?
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Me be kinda confuseled about how this spread sheet works, could you explain a little please I actually figured it out, newver mind
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Wypgusede started following Sign Up Thread 0 AD Team League
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Obviously it's a piece of the Atlantic in the pic. Maybe someday somebody will give that map an overhaul.
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Skam pyblikaciya_woPt started following Sign Up Thread 0 AD Team League
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You can find the new version of my mod on mod.io: https://mod.io/g/0ad/m/earth-maps These are the files of this map. The file mordor.json goes in: ~/.local/share/0ad/mods/user/maps/random/rmbiome/mordor/ for linux. middle-earth.json middle-earth.js mordor.json
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Baelish started following Middle Earth from Tolkien
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Biomes This map reconstructs the geography of Middle-earth on a real heightmap, divided into twelve climate zones that follow Tolkien's continental layout from north to south and west to east: Forodwaith (arctic), Angmar and the transitional Shire–Lothlórien border (alpine), the Shire and Lothlórien proper (temperate), Rhûn and Rohan (steppe), Gondor (Aegean/Mediterranean), Mordor and East Mordor, and North Harad and Harad (savanna and desert) to the south. Each zone is painted with its own biome, giving the continent genuinely different terrain textures, vegetation, and wildlife rather than a single palette reused everywhere: pine-covered alpine slopes around Angmar, temperate forest and farmland in the Shire, open steppe grassland across Rohan and Rhûn, Mediterranean scrubland in Gondor, and a dedicated custom biome for Mordor itself, distinguishing it visually and ecologically from the surrounding desert and steppe zones. Player starting positions are placed avoiding deliberately Mordor, keeping it a hostile, resource-marginal region rather than a viable base location, in keeping with its role in the source material. Visually, the map uses a warm, slightly desaturated sun tone against cool blue-green water, cumulus skies, and a light HDR tonemap with reduced saturation and moderate bloom, aiming for a muted, epic tone rather than the high-saturation look of the default temperate presets. Source materials Thanks to u/enpremi for his heightmap: https://www.reddit.com/r/lotr/comments/1avfmuw/high_resolution_middleearth_heightmap_link_in/ and to u/William_MM for the climate division https://www.reddit.com/r/imaginarymaps/comments/c5mzt9/oc_climate_map_of_middleearth/ This is my rielaboration for 0 A.D. base-1000.svg It is a 1000×1000 Inkscape overlay traced on top of the source heightmap, with one labeled rectangle per region (Forodwaith, Angmar, Shire, Lorien, Rhûn, Rohan, Gondor, Mordor, East Mordor, North/South Harad). Pixel coordinates read off this overlay were converted to the fractional `Vector2D` bounds (`fractionToTiles(...)`) hardcoded in `middle-earth.js`. It has no in-game role. Labels in .svg and in the .js script are informal working notes (a few are Italian).
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Attached is an updated manual. It has some base vs CWA comparrions. Id like to think we are near completion, or at least for this alpha The only thing Im really unsure of is some of the balances between units. We really need a lot more play testing to conclude that. There also may still be a few bugs/errors that I havent caught yet. So if you are interested in testing it out either SP or MP that would be much appreciated. Please share any feedback here. Even if it's "this is the worst mod ever" Although i would hope if that was your opinion you would at least say what makes it so bad so we can consider changing it CWA_manual_v1.8.0.xlsm
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Seems to me that units should have an ungarrisoning cooldown after garrisoning. This could also be used by Traders and Markets to avoid continuous horrid looking caravans.
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Well, looks like the Mediterranean, which is not an ocean but a sea But what I had in mind is that "Celtic regions of northern Europe", "had been constructing ships in a manner very different", "to withstand the rigors of the northern climate, the sails were of hide and the anchor cables of chain". Thus, if some "oceanic" waters (meaning, choppier, which could even appear on the usual "sea" waters if there's a storm, if eventually added) were to be considered, the different types of ship could react differently to it.
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If the religion to be represented is Zoroastrianism, the fire-holder could look more like this (coinciding with the "three-stepped top and base" description given in https://www.iranicaonline.org/articles/achaemenid-religion): Sadly, it's not really known how Achaemenid temples looked like. Zoroastrian fire-holders seemed to be in the open, while, regarding some towers that were previously thought as temples, "the hypothesis positing a religious function for the tower-temples in the Urartian period is generally accepted, despite certain differences in the architectural environment of several of them; by contrast, the function of the two Achaemenid towers remains totally enigmatic. The only hypothesis that is not a matter of contention, as a result of both environment and architecture, is that of a deposit for objects, very probably of a royal and not a religious nature", from Studies on the Architecture and Archaeology of the Achaemenid Empire, by R. Dan. It is also thought that other religions were influential.
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I be kinda sad
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Yeah. I'm not a fan of the different fords that at least I can't differentiate by sight. On "Rivers" pedestrians can cross while ships can't, on "Gualdaquivir River" all units can. This ("Mediterranean") is not oceanic enough?
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A proposed upgrade for Han houses: The Tower House +5 population bonus +5 vision range +1 projectile (short ranged attack added)
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Yep! "Slave Trade" is another one of their techs/team bonuses: Effect: Allied Slaves -50% train time as long as the Scythians maintain a Market.
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That would be hard, at most I know Schmitt has done plenty of work on the matter (https://www.iranicaonline.org/articles/scythian-language-2), but I doubt there's enough for all the words needed. But I didn't mean that, what I meant is alternatives for things like "Advanced Metallurgy", which is not clear to what it refers to, exactly. "Goldsmithing" comes from before, and many others had it, maybe I'd go with "Sophisticated Goldsmithing", referring to Stage 2 ("second half of the 6th to the first half of the 4th centuries BC") and Stage 3 ("mid-4th to 3rd centuries BC") Animal Style themes (just saying something like that would be too technical, but could be mentioned in its description). I'd call "Gorytos Bow-and-Quiver System" just "Gorytos", the rest is just part of the tech description, unnecessary for its title (at most adding "bow case"). You mention Goldsmithing as Market bonus, but in truth (from the book I mentioned) "what was traded and transported from the forest-steppe to the Greek colonies and possibly from there the Greek homeland is still an enigma, and thus any suggestion is (again) rather speculative. What is known more definitively is what was provided in return for these trade goods. Across temperate Europe and the Pontic forest-steppe and steppe, there was a growing demand for wine and Attic Greek drinking and serving equipment, including silver, gold, and black figured vessels, such as the rhyton and kylix. Nadezhda Gavrilyuk suggests that the wine trade with the inhabitants of the Pontic region, including the steppe and forest-steppe groups, was especially prolific and, as a result, highly profitable". So, wine was an import, not an export, that's why I'm not sure if to actually consider it for a tech. Regarding export speculation, slaves rank high in the time-frame of the game: https://antikmuseet.au.dk/fileadmin/www.antikmuseet.au.dk/Pontosfiler/BSS_1/BSS1_08_Gavriljuk.pdf. Honey seems to have been another export (https://www.cambridge.org/core/journals/classical-quarterly/article/abs/export-of-slaves-from-colchis/AF78278141AA9AA6877B702240B161F3), while grain is quite controversial, when comparing those links with https://www.iranicaonline.org/articles/black-sea.
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Civ: Achaemenid Persians
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Concept for a new Temple design? New Civic Center design? -
I'm currently using Ossetian for specific names, but if you come up with something closer, let me know.
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Punosrey started following Tyrannosaurus
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Punosrey changed their profile photo
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Really cool work here
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