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  1. Today
  2. So I just started tweaking and trying to contribute to 0ad, but oh my god. VSCode seems so dumb that it cannot resolve my entire project and showers errors to me. I, myself, dont know how to tackle this problem. Can someone help me with this things? Do this things happen to you? or is it just tradition?
  3. Regardless of the decision whether the version/build information in the top bar should be removed, I really like the second proposal!
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  5. Having all the updates in one easy-to-check place would definitely make it simpler for me to follow and participate without jumping between Discord and other sites.
  6. Edited by removing specific player name and adding a generic template instead.
  7. https://linktr.ee/wildfire_games
  8. where can I find the link of the server you are talking about? Also thanks for the super quick answer lol
  9. Most developpers don't want to use Discord. Also there have been a few big discords and one of them is even in the linktr.ee but it changed absolutely nothing. I'm currently on about 15 Discords related to 0 A D.
  10. I think an official 0ad server would be useful and would strenghten a lot the community, I know this forum is already a way to communicate with the developers and other players, but discord is aesthetically better and more popular
  11. if u sum it, get annoyed playing: -- speed sieges is equal to infantry, denial of accuracy miss percentage [ultra inccreased for some] , snipping [ultra reduction of missing percentage ] pathfindg for some doesnt create inline movement but line block front movement on free arangement, different atack speed for units, etc, arbitrary or for certain users. timestamps arent a general condition - can be struck in the eye with.... a realy, realy annoying overall experience, and its no suprise that lobby is populated by a hand of players and perpetual newbies refreshing to come-n-go. may be cause the app isnt a protected - normated source? who knows, and who cares after the experience as such. re-edited.
  12. Yesterday
  13. Hi everyone, I'm working on a short promo video for my 0 A.D. campaign. To get the right mood, I'm using Suno as a reference tool just to explore ideas and find the kind of atmosphere I want. https://suno.com/s/Hj5gkFwHxQmXWSZK
  14. as option in game setting so... i hate this feature of AOE lol
  15. IMO nomad games are even earlier broken by too near set CCs. The barracks are just one hack. Too often 2 ccs foundations are set too near without intention. The barrack hack is then often executed with the help of team mates that sponsor the early barrack. A minimum radius between cc foundations would be a cleaner solution. Even without barrack hack too close CCs ruin games early on. Another interesting thing is this capture doesn't respect the ceasefire but captures even during it. Noteworthy other mention: CC denial through units on the foundation. If one is lucky, one can put their cavalry on the enemy foundation during ceasefire and the enemy can't start their foundation because the cavalry won't move.
  16. @LienRag Maybe logs would give people a chance to look into this.
  17. I installed Alpha 28 on my computer and it launched, but then no action was recognized; even just clicking on "OK" in the intro menu had no result. I tried both through the Snap and through the Backports of Debian Trixie, both had same results.
  18. I do encounter 4 5 times the situation, my believe is that what we call barrck exploit should not occur, simply cause the recipient is not the emitent of the inflicted concept [ ownership]. so, adressing it as exploit/bug/hack it fair act by me, on contrary, deployed values as equal oportunities became a nonfucntional fair game rule [ is non understable why CC does not recover ownership, or why then, in case of CC captured, the recipients -containers of ownership does not recover adiacents - its simply a garbage bug, a shiet exploit] . good point adressing the issue, hope you will adress other garbage things too.
  19. Just in case, when I say "towns in Carpetania would be aligned with Rome", I mean historically. They would still be populated mostly by natives. When I say "particularly around Segobriga", I mean that, even when the arrows point to it, it should not be taken by the player (same with Toletum), not to have so easily an early CC (or, at least, it should be far from optimal, considering the Roman army presence there also).
  20. I have been toying around with potential fixes for this issue. I had tried to counter TerritoryDecay to trigger only when the relevant territory was owned by an actual enemy, preventing neutral or one-sided allied barrack influence from draining capture points during a ceasefire. That had mixed success so I then attempted to block CC placement within 200 meters of another placed CC and I think I might prefer that method as it would also reduce arguments in-game when people place too closely together. I'd appreciate feedback / thoughts from players.
  21. Screenshot ideas below for what I had been thinking for re-using the top ribbon space, or a kinda dropdown from the diplomacy icon
  22. @lilypoppy, a few things: towns in Carpetania would be aligned with Rome (that's why Viriathus is raiding in the first place), not just Toletum, which should be on the southern shore of the river Tagus. Complutum should be between Segobia (both north of the river) and Segobriga, look at the previous map I sent. I lowered the river a bit (doesn't have to cross the map right through the middle, you can lower it more), and switched the lone port with Toletum (which could also have a more protected port). All has been placed now to encourage exploration, the optimal path shown in arrows. My red dots are from where Roman armies would mostly spawn, you can put their camps wherever you want. 1) Raid south of the Tagus to gather resources (particularly around Segobriga), while avoiding and distracting the Romans. One has no builders and still doesn't control the CC at Mount Venus. 2) Capture the port and build ships to cross (historically I guess they just swam, but their actual path seems similar to how I set it up now, check a previous map). 3) Capture the Gaia CC at Mount Venus (one was previously hinted that's an easy picking surrounded by resources). Romans keep coming, and they should have no problem crossing the river. 4) Continue raiding to accumulate a certain amount of loot, which is the first real objective. When this is achieved, one is told to reach the Arevaci, Titthi and Belli camps to know what one has to do to turn them neutral (not allies, since in theory this scenario ends with Roman victory, and the convincing of the tribes comes after that, all explained in the intro of the next scenario). 5) The requirements for each tribe could be something random among a list of possibilities, otherwise one would be too prepared beforehand. For example, a list of possible conditions could contain the things you say, and also: give them certain resources, research certain techs, bring them a certain number of certain units to a certain point, and so on. Hopefully a script can be made where each of the tribes (Arevaci, Titthi and Belli) gets assigned a task that they'll ask of you for their neutrality. 6) The scenario is won if two (or all three even, depending on what's decided) of those tasks are completed, and the corresponding tribes become neutral. All while the Romans by this point are almost impossible to stop and are overrunning everything, so all is a race against that. Hopefully you are happy with that!
  23. @Thalatta Map Changes: Design Note: Tribe locations have been redistributed across the region to encourage full map exploration and ensure a smooth gameplay pace. Red dots represent Roman camps that must be bypassed or raided. Objective: Unite local tribes to secure the northern flank while raiding heavily fortified Roman camps (red markers) for resources, technology, and treasure. Faction Missions: Titthi: Gather resources in the mountains to construct a strategic fortress. Arevaci: Attack and destroy a targeted Roman camp. Belli: Sabotage Roman supply lines to weaken their influence. (1,000 units of metal, 1,000 wood) Northern Passage: Break through the heavily guarded Roman port to access the northern flank. Stealing a Roman ship is optional but significantly speeds up your movement across the map. The player is faced with the fact that the port is inaccessible and must reinforce their forces to cross.
  24. This could be something cool to add in the game if we wanted to, even if not for a main civ, for a campaign.
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