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  2. I thought of something from physics and fluid mechanics as an example. Following that logic, I used water as an example. With Ai, compare that phenomenon to the clash of two armies. First contact: the units in the front ranks slow down. Pressure: the units behind them keep advancing and exert pressure on the front ranks. Lateral displacement: since the group is not completely rigid, some units look for space to the sides. Flowing through: if there is a gap between the two battalions, units from one side can partially move into it. Compression: if there is not enough space, both groups form a dense contact zone. Redistribution: the units continue looking for valid positions around the point of collision.
  3. @ltms @Atrik@Stan`@Mentula How can I get my mod signed in mod.io? Tried to PM ltms as well but to no avail. Is he not around anymore? (not listed in the @ list anymore) The issue is not important, and certainly not urgent. I would just like to understand the current process, Thanks a lot!
  4. Today
  5. We were discussing the art of the interface; I think we should think about a concept. I don't know how the interface for 0 AD campaigns will work.
  6. I only made a new separate topic for the new community mod,nothing else, it's still tabasco running the house haha, I'll unfortunately be too busy to help for a while
  7. downloaded and pasted from mod.io release (will update alongside mod.io)
  8. Some updates for The Great War mod. The movement mechanics of wheeled vehicles have been improved (tracked vehicles will see similar enhancements). Previously, I had implemented details like the vehicle rearing up upon acceleration and pitching forward slightly when braking; however, the wheels would initially lift off the ground, creating an unrealistic, "low-gravity" floating sensation. This issue has now been resolved, resulting in a more authentic and physically accurate feel. You can see the difference in the following videos (it is unclear why the video appears grainy after screen recording). Before: Recording 2026-10-04 095748.mp4 After: Recording 2026-10-04 232623.mp4 Recording 2026-10-04 232740.mp4 Additionally, I have updated the wheels (tires and rims) for wheeled combat vehicles and heavy trucks; they now have a more rugged and aggressive appearance than before.
  9. The ship movement is my favorite part here, it adds a lot to naval combat. Too bad testing requires a compiled build, but the demo videos make the changes easy to follow.
  10. The historical naming work here is really detailed. I like how everyone is checking the terms instead of just picking direct translations. The Greek suggestions for the workshop and archery range are pretty interesting too.
  11. @Dunedan Thank you . This project is going to be a long journey, but I can thank @Thalatta for the research and for keeping an eye on me.
  12. I'm pretty sure it is from the main community mod discussion. There are plenty of differences since I didn't think it was necessary to use the same amount of detail.
  13. Zooming out : indeed you can zoom out both in 2D and 3D far too much. I suggest limiting it to the entire map + 20%, ok? The time you read: the text said "(07:30 - now, 
)", and 07:30 was when Atlas was started, not when the map came back. Both will be fixed in 0.11.3 (will upload tonight, lets see if more issues surface and need fixing - I am slowly closing in on version 0.12.0 which is the terrain editing change that I already started testing but did not dare publishing yet) Regarding the wxWidgets I cannot do anything as this appears to be related to Atlas itself. Woudl you like to raise a PR? (I'll provide some input as attached - please fill in your MacOS version atlas-bug-report-cinema-assertion-macos.md)
  14. Ok, so it said back from atlas at 7:30, but my clock said 7:33, maybe it rounds the time? Also, you can zoom really far out on the 3d viewer, maybe if you could set a limit? Some 3d programs have it where when you zoom, it zooms in where the mouse pointer is, I think that would be kind of helpful. I also did get the wxWidgets error again (Maybe you didn't do anything with that though)
  15. Hey @Arup, is this the same version as the one in mod downloader? Or you've made some changes? I'm confused
  16. Had to update to fix a few glitches, hence it is now mercator beta 0.11.2 (see initial post of this thread): - converted spinners to sliders in map managemept for wonder and relic - fix: map data from previous edit sessions on "unnamed_map" are not carried over - fixed rectangular arrangement of elements (fences, walls, palisades) - group select allows moving, rotating, deleting and re-assigning of that group (e.g. walls,houses, fields, fences...) - added new icons to the entity placer when a group is selected.
  17. @lilypoppy Great work. I'm sure if you keep working on it, it'll be an awesome campaign.
  18. 0ad-community-mod-0282-3tkp.zip. With this version, the goal was to tackle some relatively simple balance changes, some of which have been in high demand. Fanatics HP, hack damage, and hack armor reduced. Persian immortal HP reduced (both melee and ranged), ranged version damage and accuracy were reduced. Heroes may no longer be used to "bait" enemy units, as Heroes are removed from the preferred target class for all units. Champion cavalry and ranged champion cavalry HP reduced from 260->220 and from 220->200, but wood and metal prices were reduced. This, combined with speed reduction is intended to bring their population efficiency closer to infantry champions. Cavalry speed was reduced by 15%. Scout ship counter damage vs ships reduced from 3x to 2.5x, range reduced, and price increased from 50f 50w to 50f 100w. Foundation pierce armor increased from 10 to 20. (Foundations take 66% less damage from pierce attacks). Capture balance: Civic center capture points increased from 2500 to 3500. Fortress increased from 4000 to 8000. "Sentries" tower upgrade now also increases tower capture points by 50%. "Professional garrisons" fortress upgrade now also doubles fortress capture points. Scipio's Capture attack aura removed. (See https://gitea.wildfiregames.com/0ad/0ad/pulls/8892 for more.) Germans buffs: Champion axeman unit metal cost reduced from 100 to 80. Seeress damage aura range increased from 15 to 20. Seeress armor increased from 2->3 hack armor and 4->6 pierce armor Seeress remain unaffected by blacksmith techs. Wagon encampment price reduced from 350w, 150s to 275w, 100s. Feel free to see the full changelog in game thanks to @guerringuerrin . As always, please give us some feedback about how these balance changes go. @real_tabasco_sauce hope it's okay I copypasta your text
  19. Sorry, even I got confused with the old alpha.
  20. Britons had tattoos but there is no evidence for it in Ireland during this period; clubs dont seem to have been a common weapon either. Warrior women appear in some later Irish epics, although they are usually supernatural figures who teach heroes. Perhaps the promontory could train some allied units from TĂșathal's army like Romanized Britons, Gallo Romans, Britons Depending on the timeline that was chosen for the mod you could have Irish pirates (Scotti, Attacotti) but they only appear in fourth century. For dogs you could use the existing Wolfhound model (but probably not the mastiff, those are not native to the region) Celtic chariot reconstruction from this article arguing for Irish chariots. https://www.researchgate.net/publication/246543302_Iron_Age_chariots_and_medieval_texts_a_step_too_far_in_breaking_down_boundaries
  21. Yesterday
  22. Well, I recommend you to read what has been previously discussed (the last couple of messages for example). I think @guerringuerrin agreed on making a PR on redefining difficulty levels, but I forgot what's the status of this (I think something else was mentioned, but can't remember right now, anyway some PRs take quite some time). Some people have made nice progress with the AI lately, so I'm optimistic that "cheating" and difficulty inconsistency will be addressed at some point.
  23. You can access it here: https://www.researchgate.net/publication/354233527_Veiling_in_Ancient_Near_Eastern_Legal_Contexts (haven't read it).
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