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  2. Ok, but I like fog if the scenario calls for it... just not so fast when zooming out on an apparently clear weather.
  3. Yeah thats map fog, you can fix it by turning off fog in your graphics settings.
  4. Today
  5. Hello, i have made a discord community for anybody interested in Diplomacy & Roleplaying in 0ad, I have also made a Mediterranean style map just for this you are all welcome to join and check it out. https://discord.gg/2ZT99gzd3
  6. All German units seem to have only white shields. Plutarch mentions them when describing the Cimbrian cavalry (but does not mean Germans only used that color). I think Cimbrian champion cavalry could still have only white shields. Other units could have more varied colors (or just player color)
  7. @Perzival12, @Stan`, this always happens to me (maybe some setting?): Recording 2026-10-19 205013.mp4
  8. I don’t think anything gets whiteish, however there is a shadow cutoff distance (which can be disabled in your graphics settings)
  9. @Obelix I just didn't want to constantly shove that link on people's faces, but issues that have already been addressed in Thoughts on the Spartans/Athenians come up way too often
  10. I mean when you really zoom out. Currently things get whitish, I would have guessed for some performance measure, since it's an effect I don't like.
  11. Welcome to the community, @HELIOZAH! If you really wanna dive into it : In abovementioned Topic @scr0llbaer replied correctly (see below), that phasing shouldn't be prio 1 as researching Technologies for the Market and the Forge might be more important than reaching Phase 3/Town Phase. I would enhance that statement with the Store house and Farm house Technologies.
  12. However, I’ve found that they don’t perform well when playing against humans, and they were written for an older version of 0 A.D. (though this can be easily fixed in the `mod.json` file). That said, I might plan to upgrade Petra or create a new bot; if the bot in my mod proves successful, the features that are already working will be incorporated and improved upon.
  13. It would be great if you would be so nice to tell us the URL, please. The forums software can render it beautiful and nobody has to search for his/her/their own.
  14. With a map 2.5 times the diameter of the Giant map, I don’t see any issue with having a total of around 1,000 units.
  15. "... and be visible" I guess you mean, and yes, I just tried and can't reproduce what I thought I saw long ago (since then I've never used horizontal view again). Maybe something got fixed, or I misinterpreted what was happening back then.
  16. It’s impossible for something to be under the fog of war, can you post a screenshot of what you mean (I’m very curious of how this is possible).
  17. I've noticed in the past that the horizontal view reveals things that shouldn't be revealed (under fog of war), have you checked this? And how would all this respond with a lot of units on the map? (Which I guess has been one of the reasons for certain limitations all along).
  18. Many relevant points are raised there: "If your ships cannot reach your opponent, they become obsolete quickly, unless they give you access to resources": which is why a salvage system would work nicely. Unwanted ships were used from building early temples to laying the ground for port extensions, and when Rome controlled the whole Mediterranean the huge Hellenistic ships disappeared (along with the knowledge of how to build them). "The game designer has to answer a painful question: how important should water actually be?": if the game pretends to have any semblance of historicity for its time period, the answer is obvious (for plenty of civs at least). He also describes at the beginning proper naval combat as having a good variety of ships, already proposed, and currently lacking and inaccurate. "Large warships should feel heavy, they take time to turn, and they also occupy a lot of space, and that’s what makes them insanely cool": which is why I find the puzzling proposals to shrink their size a big step towards blandness and mediocrity. "Amphibious landing should create an exciting D-day moment but, you know, players just have to lead every unit manually, then protect that transport and find a safe coast, and then unload manually once again": a real struggle, which is why, among other uses, I proposed Target Area: "Water must connect different parts of the strategy, ships should support land attacks, and of course, you should have some real incentive to actually play for that water control. A player who loses the sea should suffer but should always have ways to respond": indeed, water should offer rewards without being snowbally. While the Greeks and others were not that big in fishing, maritime trade should be way more efficient than it is now (as should be maritime looting). I already criticised the Trader and Merchantmen capacity being the same. If one loses all control of the water (a situation usually hard to reverse), but has plenty of resources, maybe an expensive Mercenary Pirate force could be hired (from the Market or something, no Dock needed), to be able to reclaim part of the sea (this would work nicely with my proposal of Mercenaries having temporary contracts instead of being permanently trained like other units). "Water, of course, needs some real terrain. Things like shallow water reefs, islands, maybe some weather-like storm, visual blockers and several narrow routes that can create positioning decisions": 0 A.D. does have some implicit water depths, but the variety of "terrains" should be increased. Reefs are a good idea (I wonder if they could deal some damage to ships, and slow them down), and hopefully some weather is coming.
  19. Yes, "AI" has been a term since the 1950s at least. The grand vision of an "AGI", an Artificial General Intelligence, basically the SciFi scenario of an all-knowing all-capable entity, already existed back then. Many developments in computing that were thought to help achieve this vision hence ran under an "AI" label historically, not only neural networks, the stuff that LLMs and picture generators of today are based on today and that eat so many resources. Chatbots like ELIZA were not based on neural networks. Just classical IF-THEN-ELSE and some clever play on human psychology. But yes, the neural network approach was also known since at least the 1950s, but it was all theory, it was known the required computing power would be infeasible for a very long time. Today's web and Google didn't exist back then, so it was assumed a more traditional knowledge base expert system would also be a necessary component of an AGI, hence many developments apart from resource-eating neural networks also ran under the "AI" label, but I'm almost certain the term AI in video games didn't even stem from that, i.e. from research lab level algorithmic sophistication, it was rather, as said, just a colloquial way to say "non human opponent".
  20. Just a nit. Not really a coincidence, engaging chatbots already existed in the 70' (tho computers were somewhat harder to come by compared to today obviously) and we also had an AI race in the 80', just at that time it was between US and Japan. LLMs (branding) aren't much different, it's basically better hardware and some continued research in this topic, that is all, the hype is mostly just loooooots of money being spent and somewhat broader availability.
  21. Good point. That's why malfunctions and potential exploits should be addressed. PD: I need someone to give me perspectives I'm missing. Feedback is very welcome. That way I can develop my idea.
  22. Several changes have been implemented regarding the camera and map dimensions. The largest map now has a diameter 2.5 times that of the "giant" size. The camera has also become more flexible, with its minimum and maximum altitude ranges significantly adjusted; this allows for a human-eye-level perspective and a view of the horizon, while also providing enough height to spot anti-aircraft missiles and jet aircraft, exciting features currently in development. Screen Recording 2026-10-19 213153.mp4
  23. Yes, although not very precisely, since it could refer in general to any passenger carried on deck. I proposed an Hoplitagogos (Hoplite Carrier) tech to increase the garrisons of Threes for certain civs like Spartans, Achaemenids (in their language) and coming Thebans, to improve their boarding chances. Maybe instead this could be used to train infantry on ships, but one has to be careful not to end with a boarding force spawn. I think I didn't mention the Hippagogos (Horse Carrier), to have it in mind also.
  24. I forgot the greek name... Epibatai (?) My idea is to launch maritime invasion operations and carry out raids; I was thinking about that yesterday when I was showing you the riverboats. The ship trains troops on board before launching "Blitzkrieg" operations. I like that concept so that ships aren't so boring. I'm going to leave a channel I follow with a couple of thoughts.
  25. "AI that makes you laugh", "AI that has personality", haha, these are all quite moonshot things. Not even many commercial AAA games are that sophisticated. Are people so used to what "AI" can supposedly do nowadays that demands are so high? It's just a terminology coincidence of course, these are not LLMs, computer opponents have been called "AI" throughout practically all of gaming history, "artificial" just meaning "non-human" here, to differentiate from player vs player modes like in Street Fighter or the like. LLM functionality in a game like this would not be practical, they're expensive and someone has to pay for the tokens. On the local machine it would use a lot of performance and even if workable, it will be very hard to design it for the performance levels of different machines users have. But I have seen a thread with a mod experimenting with this. (And of course it will be two layers, grunt work still done by Petra, LLM deciding on the grand strategy "in the background"). Sure, the "AI" in the game could be improved, but it still lacks very basic things that are more important, like spatial awareness, looking at the map and figuring out what the choke points are. But these are not trivial problems to solve. Maybe LLMs can help with some "vibe-coding" to improve the current state but that's it.
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