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  2. Trending Keyword: - Liver Complex Netherlands Official Website: - https://forbes24x7.com/buy-liver-complex-netherlands/ In today’s fast-paced lifestyle, maintaining optimal health has become more challenging than ever. Poor dietary habits, alcohol consumption, environmental toxins, and stress can take a toll on one of the most vital organs in the body—the liver. That’s where supplements like Liver Complex come into the picture. 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  3. My absolute focus on Gitea is to get what I would think of features for the game to feel great. We should get formations actually useful, add some effects like knockbacks, charges, and other discrete unit abilities. It's almost sad to have a game with elephants that anything can get in it's way, when it actually should be the battle line breaker for example. I have my own preferences about how tooltips should be, I like them to be here for you to get any piece of info about how the game works a player would want to know. Each element can provide important insights for decision making. For example here is a tooltip I like for building capture bar: I don't count neither how many tooltips (there are literally hundreds) that I reworked over... multiple times... I don't want to exhaust scarce reviewer time and own on it at the moment, because it's often very subjective as for what's best, so easily a time sink. And the UI can anyway be modded anyway, like you do in DE too. So for the time being that would be a pass for me.
  4. Today
  5. Run looks good. I think when animals walk though their legs get fully extended.
  6. This is definitely a good solution. As a writer, I just hate having no full-stop at all.
  7. Perhaps I'm necro-posting here, but I've always preferred cleaner in-game UIs without numbers everywhere. I'm a vibe player and don't drill down on numbers too much, especially when the game is real-time and fast-paced like 0 A.D. is. In single player, one can read read read to one's heart's content, but in the heat of battle I really don't want numbers bogging me down--only the performance and abilities of my troops matters. What they are good at. Who they counter. What they don't counter. What counters them. In the Unit Viewer we can pack as much information as possible, but in-game, I'd personally prefer minimal, which is what the current layout, more or less, provides. I have my own quibbles with the current UI layout, but those are mostly with the popups -- the unit viewer, the tooltips, the diplomacy screen, etc, which can all be vastly improved. Here I've been (for the 70th time) working through some tooltip layouts: We could definitely post more threads on the various UI topics and I'm more than willing to mock things up. It would be nice @Atrik if with your skills you'd be willing to mock up some working examples from what we discuss. It's something I think we could start to transition to Gitea with @Vantha and others. I think it's high time we actually, truly improve the UI in these areas. Add some real polish if we're ever to put this game out to the wider world on a platform like Steam.
  8. @Asher, My advice is to download a mod from Github, for example, and get it running. Analyze the mod's files closely (I recommend using VS Code or something similar). Start with something simple, (Create a new unit, or change the name and icon of a civilization) with this you can find most of the errors by reading the logs.The manuals are a good starting point, but that doesn't negate the fact that the best approach is to modify existing mods to achieve a greater goal. Believe me, the learning curve is quite steep.
  9. will do adjustment's to idle ones. UPDATE: Texture variants baked:
  10. Yes, following the standard currently used in 0 A.D. and this proposal, it should be: Unlocks "Scale Body Armor". I also think an elegant way to remove the quotation marks would be to use color to highlight the name of the unlocked technology. In this thread (which I finally found, bc we went totally offtopic ), @Atrik and I were discussing different designs for unit stats tooltips:
  11. Yesterday
  12. Cool to see you are back working on 0 ad art! Keep in mind chickens often need to hold their head in place for a while to see sharp. 00MXQO1tPYYnnvopyGzHYZLB7vcV0oq9ewfQ5z_ssTA.gif.mp4
  13. Unlocks "Scale Body Armor" No "." at all
  14. WIP: Animations: IDLE 5 DEATH 1 WALK 2 RUN 3 FEEDING 1 Source diff: diff: Have 4 ref more.
  15. There's a silly detail: should it say 'Unlocks "Scale Body Armor."' or 'Unlocks "Scale Body Armor".'? I feel the 2nd one, not only because I prefer British punctuation, but because I guess the "." is not included in the tech? And to end with ".", like the other points. I agree with visual elements, that's why when "somehow showing if it unlocks another tech, unit or building would be nice" was mentioned I wondered if a small icon instead of bullet points could be something to be considered. Yes, I totally see it would be gameplay breaking, only a mod could consider something like this right now, but things like keeping or killing sheep for either textiles or food would make things like Corrals more interesting. Also, it would come from many sources: cotton, hemp, flax flower, silkworms, shearing sheep, and animals for leather or fur. Water is interesting, lots of city-building implications with that, although maybe not necessarily as a main resource, but as connected structures and auras, since location matters a lot. Also, what is nice about the main resources is that they are like categories: there are many types of foods, wood, stones, metals (and textiles), but only one type of water (which I would cluster with foods). Combining all this, a system similar to Rise of Nations would be nice: to have lots of different resources, but all falling into these 4 (5) main categories, the difference of gathering one thing or the other being some (small for starters?) bonus (or unlocking special stuff, eventually). This could also make things like Markets more interesting.
  16. WIP: Armature Redone. Easier to handle. armature name: bison_... please correct me if another quadruped has the same name cause will break the game.
  17. Frankly, introducing textiles as an additional resource is good idea but you would need infrastructure to create that: at least specific fields that grow textile plants or corrals producing sheep, spinning mills and weaving mills. Adding new resource types remains a challenge as if would affect many apsects of game play. A while ago I started suggesting to add water as a resource as this could create particluar situations and game challenges in those desert oasis maps. see also and also a bit further down this discussion we go ntinot he subject of water as a resource and how it could look like in gameplay:
  18. Feliz Páscoa a todos! - Happy Easter for all!
  19. You updated the maps, but I didn't sign them. Each release has to be signed. Else it does that. I'd recommend against ticking the make release live when uploading a file.
  20. What did you have for lunch? Also, happy Easter!
  21. I mean we just want to keep playing all and see how they work, make sure we can get rid of bugs, continue to clean things up and streamline it
  22. Ok, Thanks so much!
  23. Ok, thanks! Is there a certain civ (for your mod) that needs to be tested?
  24. I get all templates from 0ad/binaries/data/mods/public/simulation/templates at main - 0ad - Wildfire Games
  25. Do you have any blank templates (or know where I could find them) for a new civ?
  26. My channel: https://www.youtube.com/@strategynewbie You can find @AlexHerbert channel there too, just scroll down the page
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