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Fully clothed "Naked" fanatics lmao
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Nothing accurate apparently, since "the first appearance of the 'Northern Army' in historical records of the Han Dynasty was after the death of Emperor Hui" (https://www.lsdlyj.com.cn/CN/abstract/abstract46386.shtml), and Emperor Hui died in 188 BC, while Han Xin died around 8 years earlier, in 196 BC. Being generous, maybe because he won many victories for the Emperor, maintaining the "Mandate of Heaven" (many loses could be interpreted as illegitimacy). But I agree that this, and many other things you mentioned, could be improved. I could eventually do for Liu Bang and Wei Qing what I did here for Han Xin:
- Today
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It's not only the women, the gaul naked fanatics should be covered as well. It's the only right way.
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cc @phosit @Vantha
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Bump. Getting this exact error in the same situation. metadata.json commands.txt
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Cynric joined the community
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There are three heroes of the Han in the game,namely: Liu Bang, the first Emperor Han Xin,his brilliant general Wei Qing, a later great cavalry general under Emperor Wu. only the Han Xin's design makes sense to me,although I'm interested to know what exactly this Northern and Southern Army bonus is referring historically to. Liu Bang was not a great individual fighter,or a tactical battlefield commander. His success came largely through his own charisma and the ability to recognise talent.His rule is also known for lower taxes and agricultural reforms so, the cavalry bonus makes no sense to me. If anything, his bonus should be a economy focused hero,or atleast something a bit more non-combatant. now here is the problem for which I made the entire post: WEI QING. he was LITERALLY KNOWN for his horsemanship and praised by his emperor for it. WHY DOES HE THEN RIDE A CHARIOT? he was also known for his marksmanship,so it would be fine to make him an archer cavalry hero, probably the first of its kind in the vanilla game. I also suggest adding the cavalry bonus to Wei Qing,as he was the Grand Master of the Horse- Grand General, General of the Chariots and Cavalry. additionally with these big changes,I believe his aura of reducing enemy cav attack should remain. the 30m will be less powerful when you realise he is an archer
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Here's the updated mod. I changed the positions of the three prop-points in the mesh tropaion_post.dae, all other files are untouched. Sure, would be nice if someone made a pull request. tropaion_0.28.2.zip
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I should just make a proof of concept for this lol
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On the usage of AI to generate 0 A.D. content
Ultimate Aurelian replied to wowgetoffyourcellphone's topic in Official tasks
It is an open source game using creative commons. Granted the whole topic of AI copyright is a huge gray area right now; so having AI content in the official game might potentially cause issues with license in the future (IE some companies already claim to own AI music you generate but allow non-commercial use, in the future some countries might take stricter approach to copyrighted training data). https://theconversation.com/ai-can-make-up-songs-now-but-who-owns-the-copyright-the-answer-is-complicated-229714 -
ok def troll spotted
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Civ: Germans (Cimbri, Suebians, Goths)
Ultimate Aurelian replied to wowgetoffyourcellphone's topic in Delenda Est
The Suebians currently still have 1000 A.D long ships. I'd suggest giving them the same models as the Cimbri already have. -
And I have indeed many times contrasted the views of different experts and given my own thoughts, of course based on properly acquired knowledge, and even experience (as was with Sasanian archery, it's easy for me to notice details as a practitioner of the sport), so, as usual, what you say falls pathetically flat. But to plainly state what you should have learned in elementary school: if you don't read, you end up being an ignoramus that writes things like "ideaology" and lacking the mental equipment to properly think, producing just biased, uninformed, and irrelevant personal opinions. Advice: stop embarrassing yourself.
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Question: How can we treat mods that were generated using AI
Dakara replied to Grautvornix's topic in Tutorials & Guides
I know nothing about that but only the result count. If it work and it respect the security rules and compatibility. no reason to think is bad.- 1 reply
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If you simply like to copy and paste authors' visions without questioning them, then yes, read as many books as you want. But reading isn't necessarily thinking. I didnt get the topic of comparison table with this topic. I'm not against have woman heroe, i'm against the list proposed. they are not significant
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Gates are walkable objects. The problem is more making the pathfinder aware of bridges. Also boats would not be able to go through anymore.
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Why are there no bridges?
wowgetoffyourcellphone replied to htfeafafaf's topic in General Discussion
I think it might be worthwhile to try to get bridges implemented as map objects at least, as a proof that we can make walkable objects work in the engine. Then figure out how to allow players to build them (if we'd even want it; there are a ton of possibly confounding edge cases). -
Once or twice a year, somebody appears and says women should wear more clothes, then they vanish quickly. (Shills for big textile industries?) Gotta give it to @NotReallyHelpingHands, they're more persistent then the usual troll.
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LMAO my people
- Yesterday
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Who knows, maybe he wants them more naked, more muscular, and more oiled
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Actually, thats wrong. Because...
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Possible, that'd be something to have an AI look into if you want this implemented. Also note that for a bridge, pathfinding isn't really needed, so just to have the units "walk" across the bridge should be easy. Not really. That's a bit difficult, I've done it before tho: A: make the "bridge" a unit B: give it Build Restrictions like a regular building C: give it a unique "amphibious" passability class in passability.js D: work out any small details like cost and foundation and stuff.
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This would look goofy as hell :P. I think (hopefully) the engine can be modified to deal with these things properly, considering there's the Immortal air-walking exploit around right now, units walking on top of buildings shouldn't be impossible to implement, unless I'm missing something. In any case, and as I've mentioned before: prohibiting the positioning of pillars in deep water should be enough constraint (this allows a very short bridge over deep water). Going a bit chronologically, rafts pulled by a rope would have come quite early (a much later version of this was apparently used by Hannibal to ferry his elephants across the Rhône). Wooden walkways in shallow water were made from at least the Neolithic. In the Bronze Age, stone bridges would be made to deal with uneven terrain (Arkadiko Bridge). Workers should be able to build all these things. To build pillars (from wood, later stone) on medium water, fishing boats would be too small and unrelated for the task, if anything I'd prefer the use of merchantmen, which were (obviously) cargo oriented, and were historically used for a variety of things (even warfare when needed). They could also be used for earlier Pontoon bridges. If a bridge was meant to be permanent, there were ways to allow navigation: either movable (pontoon) parts, or maybe simple enough for the game, enough clearance, since masts were removable and most ships were at most around 3 m above water, not counting later huge cargo ships, but soon enough the Romans would have mastered great arches.
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But maybe we could start something, we would just have to figure out how to allow building certain structures underwater. Also, is there any structure that units can walk on top of? I can't think of any
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@Asher darn! You are right! Walls can have gates, so why not have a gate under water for a ship to undercross the bridge? The animation could be challenging though...
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