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  2. Age of Empires is now owned by of Activision. Is this the end of the franchise? At least for this decade? They also laid off a lot of people.
  3. The original of this: Since you said you "believe" that, yet you drew what seems to be the ecliptic, I assumed you got it from somewhere. I haven't seen the original of that globe, I wanted to see its details.
  4. But it loses the attested meaning, you imply the goddess chose them, I'm just saying they are picked troops
  5. Basically, it's my drawing over the AI correction, and then I redraw over it. The difference is that it saves me time correcting the symmetry of the pic. I also made corrections to another drawing, but they were minimal. There are already open-source AI programs with open-source models and without these problems of commercial AI. There are still years of development ahead. Another problem with AI is that it lacks human judgment, and everything looks artificial and boring. Flyers created with AI all look superficial and boring, very fake. Everything competes with everything else: the text with the color, the composition with the saturation of elements; everything wants to stand out.
  6. ; I have several ideas from this group. I plan to create pieces from this group for various cultures of this era. That's why I asked for help to investigate the inspiration behind them.
  7. Please have a look at the top post of this threat. I uploaded mercator verison 0.9.1 preventing entities of tjhe same owner placed twice at exactly the same position. It also enforces the game rules Putting a building on top of a tree or rock is refused. An object placed on top of an actor (citizien or other) creates a warning (the game seems to allow that) Objects off the map: refused. Mercator now also support defining screenshots taken in Atlas or putting its own simplified map layout as in post-atlas.
  8. Today
  9. Yes a herd of elephants getting stuck on a narrow path is somewhat acceptable but in the video the bouncing was way too awful. The reason why I would give this new "solid" propriety to only melee elephants amongst all land units, is that it's one of the costliest units. And "solids" having inelastic strong pushs, it will always make a large group of such "solids" always a bit tricky. But it doesn't mean that it should look as sh!t as in your video neither. I found a few bugs, improved some of the physics, and made couple tweaks that try to address that. Ideally we can still have "solids" do the minimum of overlapping. Tell me if you manage to test and still reproduce the weird bouncing!
  10. I made a post asking for references. What do you mean by the original? I used several references. I created it from many interpretations of Helios. I used one I saw as a base. It can be easily changed.
  11. Chosen Athenian sounds a bit strange tho, maybe “Chosen of Athena”? Same meaning, but reorganized name.
  12. A new release is planned soon, but till then I hope this holds y'all over: https://www.moddb.com/mods/hyrule-conquest-revival/news/lots-of-new-stuff-coming-soon
  13. I would still argue that athens unit tree should still include slinger, but they're only recruitable from the civic center, are cheaper than most other slingers, but are far weaker because of their cheapness (less range, slower movement, lower damage, or other choices). In essence psiloi. My other suggestion would be if slinger psiloi do become implemented, they should not be able to level up, though I feel this would be more of a gameplay balance sort of choice rather than an actual historical one.
  14. Battles atop walls would be frankly amazing, that is one of the best parts of total war ngl
  15. Buenos días o tardes: -Aquí un avance de más culturas europeas nuevas, primero la arquitectura y las bases. En segundo lugar irán las unidades. Nueva facción : Hibernos (irlanda/Eire) Edificios: 1.Centro cívico---------------------(Rígdún) /Término construido 2.casas------------------------------(Tegos) 3.Almacén--------------------------(Landā) 4.Alquería--------------------------(Tegyā) 5.Huerto----------------------------(ǵhórtos) 6.Corral-----------------------------(Kruwos) 1. Vaca-----------------------(Bōs) 2. obeja----------------------(ōʷis) 3. cerdo---------------------(Muccā) 7.Puerto-----------------------------(kawnos) 8.Cuartel----------------------------(Koryotegos) /Término construido 9.Galería de tiro--------------------(Légokoros) /Término construido 10.Establo---------------------------(krāfo) 11.Herrería--------------------------(Gobanns) 12.Templo---------------------------(Nemed) Navan fort (En Armagh) 13.Mercado--------------------------(ōinakos) 14.Torre de avanzada--------------(Brixs kʷresnom) 15.Torre de defensa ---------------(Brixs) 16.Torre defensa pequeña--------(Brixs bekkos) 17.Fortaleza-------------------------(Dūnom) 18.Taller de asedio-----------------(Gnīmus) 19.Empalizada----------------------(klētā) 20.Muralla---------------------------(Dūn) 21.(Maravilla) "Recinto de los reyes"----------(Ráth na Ríogh)+"Lia Fáil" dentro del"Temair" (Puerta de muralla); -------------------------(Dwer dūn) (torre de muralla)----------------------------(Brixs dūn) -----Edificios especiales o culturales; (4) 22.Promontorio costero-------------------(Trebā enisīs) inf. pesada 1. Vaca-----------------------(Bōs) 2. obeja----------------------(ōʷis) 3. cerdo---------------------(Muccā) 23.Recinto ceremonial regio--------------(Rīgon) héroes , de "Uisnech"o"Rathcroghan"-Palacio 24.Asamblea ritual--------------------------(Datlā) campeones .de "Dún ailinne" 25.Anillo fortificado------------------------(Rātis ) auxiliares 1. Vaca-----------------------(Bōs) 2. obeja----------------------(ōʷis) 3. cerdo---------------------(Muccā) Pelo editor de escenarios(4); 1.Piedra de divisiones--------------------(Aill na Míreann) 2.Anillo de piedra-------------------------(kārnom) de drombeg 3.Montículo funeraio---------------------(Sīdos) 4.Anillo de madera-----------------------(kʷresnom Temris) de Hill of Tara or Newgrange UNIDADES infantería ligera : (Reclutado en "C.C" y "Barracas") 1.Lancero hiberno:---------------------------------(Īwernī gaisatāros) 2.Escaramuzador hiberno:------------------------(Īwernī gablācos) (Reclutado en y "Barracas") 3.Alabardero hiberno:----------------------------(Īwernī tougāros) 4.Hondero hiberno:-------------------------------(Īwernī telmisāros) (Reclutado en "Galería de tiro") 2.Escaramuzador hiberno:------------------------(Īwernī gablācos) 4.Hondero hiberno:-------------------------------(Īwernī telmisāros) infantería pesada: (Reclutados en "Promontorio costero") 5.1 Guerrero de banda de guerra------(Wēnyos)Garrote RANGE .Semi-desnudo y tatuajes 5.2 Guerrero de banda de guerra------(Wēnyos)Garrote MELE .Semi-desnudo y tatuajes 6.1 Amazona hiberna--------------------(Wēnā) Garrote , Uds max 20 6.2 Amazona hiberna--------------------(Wēnā) Garrote , Uds max 20 infantería campeona: (Reclutados en "Asamblea ritual") 7.Campeón hiberno---------------------(kawāros), armadura de hierro y casco, lanza 8.Aristócrata hiberno-------------------(Aryos),telas lujosas, venablos 9.Carnyx hiberno------------------------(Karnos )daga/estoque largo(rapiers) infantería auxiliar: (Reclutados en "Anillo fortificado") 10.Guerrero Ulaid-----------------------(Ulutos suwiros)hacha 11.Guerrero Laigin----------------------(Legenion suwiros)espada 12.Guerrero Nagnatae-----------------(Gnātos suwiros)arco caballería ligera: (Reclutados en " Establo"y "C.C") 13.Jinete escaramuzador hiberno-------------------(Īwernī gablārēdos) (Reclutados en " Establo") 14.Jinete alabardero hiberno------------------------(Īwernī tougārēdos) UNIDAD ÚNICA caballería campeona (Reclutados en "C.C", "Establo"y"Asamblea ritual " ) 15.Sabueso de guerra----------------------------(kūna) (Reclutados en "Asamblea ritual " ) 16.Carruage de guerra hiberno-----------------(Īwernī uɸorēdos) 2 caballos ,telas lujosas civiles (Reclutados en " C.C"y"casas") 17.mujer hiberna-----------------------------(Īwernī benā) (Reclutados en "Mercado ") 18.mercader-----------------------------------(kwennāios)1 caballo, carromato (Reclutados en " Templo") 19.sacerdote----------------------------------(Druwidos) Unidades marítimas (Reclutados en "Puerto" y "Promontorio costero") 20.Pesquero ----------------------------------(Korukos eiskos) 21.Mercante ----------------------------------(Longāwreikos ) 22.Navío militar-------------------------------(Longākoryos) Asedio (Reclutados en "Taller de asedio") 23.Ariete.--------------------------------------(Retios toglāros) héroes: (Reclutados en"Recinto ceremonial regio") 24. Túathar techtmar :---------------------( ) jinete telas lujosas. 25. :-------------------------------------------( ) jinete armadura de metal y casco 26.:--------------------------------------------( ) carruage 2 caballos,armadura de metal y casco Bonificación cultural; 1. Porción del héroe (curadmír):Los héroes ganan un +0,50% de ataque con cada enemigo abatido, hasta un máx de 40. 2. Redadas de ganado(Crech):Por cada cabeza de ganado vacuno ,se genera 1 unidad de metal cada 1minuto hasta un máximo de 50 cabezas. 3. Carruages de guerra (karpaton ):Permiten guarrecer hasta 3 unidades de infantería , como una torre de asedio, y desmontar cuando se quiere. Bonificación de equipo; 1. Combates singulares/duelo de campeones (Fer comrac/Lúin):Las unidades campeonas reciben -10% de daño por parte de otras unidades campeonas. 2. Grupos de entrenamiento marcial:las unidades leves aumentan de rango un +10% rápido. 3. Bardos:Los héroes ganan +10 de salud y +10 de ataque. cuando están junto a un sacerdote. Tecnologías especiales; 1. Leyes de Brehon/escritura Ogham:Todas las tecnologías cuestan -20% 2. Impuesto Bórana:Por cada cabeza de ganado vacuno ,el reclutamiento de unidades es un +0,50% barato hasta un máximo de 50 cabezas. 3. Pago de renta en ganado:Por cada cabeza de ganado vacuno ,la construcción de edificios es un +0,50% barato hasta un máximo de 50 cabezas. Nombres para la ia (Semi histórico-mitológicos) 1. Crimthann nia náir------------------------ ( ) 9 d.c 2. Cairbre Cinnchait --------------------------( ) 14 d.c 3. Feradach Finnfechtnach------------------( ) 25 d.c 4. Túathar techtmar --------------------------( ) 50 d.c Alto rey Muy posible que existiera 5. Fiatach Finn mac Dáire -------------------( ) 28 d.c 6. Fíachu Finnolach---------------------------( )28 d.c 7. Éllim mac conrach-------------------------( )56 d.c ¿Qué opinan? Disculpen las molestias*
  16. A few updates on the Great War mod: A battle between infantry fighting vehicles. Recording 2026-09-28 214329.mp4 The first representatives of the artillery and missile forces
  17. You were supposed to find this easter egg while actually playing on the map.
  18. Oh! Thanks! Sorry to hear - it used to work for me so far. Will look into this tonight.would you have more details , e.g. the xml that threw this error (byPM if you wsnt) Investigation showed that the map can be loaded, but Atlas always starts with an empty map. You have to load your pre-created map (to be accessible by Atlas, the fresh map must be stored in a game map folder, e.g. mods/user/maps/skirmishes on windows - e.g. using "save into game"). The error message is supposedly coming from MacOS's numpy implementation, where Claude Code claims that "On Macs numpy uses Apple's Accelerate library, which can flag "invalid value" for perfectly good numbers." I cannot verify this though,unfortunately, so I asked Lumo AI to verify. Here is the result: Based on my research, the statement is substantially correct, but it requires some nuance. Here's what the evidence shows: Evidence Supporting the Claim 1. NumPy GitHub Issue #25433 - Direct Confirmation A NumPy bug report explicitly documents this problem: The issue notes that this warning was triggered "despite the numpy build not being linked to Accelerate", confirming that false positive "invalid value" warnings can occur on macOS systems using the Accelerate framework. 2. NumPy GitHub Issue #25532 - macOS-Specific Behavior The issue author notes that operations like inf + (-inf) = nan and 2 + 3 = 5 are well-defined in floating-point arithmetic, yet NumPy produces inconsistent warnings. 3. Recent M4 Mac Issues (2025) GitHub Issue #28687 reports: Users reported getting RuntimeWarning: divide by zero encountered in matmul in code that previously worked fine. Downgrading to NumPy 1.26.4 resolved this for many. Why This Happens Cause Details Accelerate framework limitations Apple's BLAS/LAPACK implementation has historical inconsistencies compared to OpenBLAS/MKL Floating-point precision differences Different handling of edge cases (division, logs, etc.) can trigger spurious warnings New chip architectures M-series chips with SIMD extensions (SME on M4) introduced new bugs in NumPy's matrix operations Verdict Partially Correct — The statement captures a real phenomenon but oversimplifies it: ✅ Yes: NumPy on macOS can use Apple's Accelerate library ✅ Yes: False positive "invalid value" warnings have been documented ⚠️ Nuance: Not all Macs have this problem—it depends on NumPy version, macOS version, and chip architecture (older Intel Macs vs. newer M-series chips) ⚠️ Nuance: The issue has been partially addressed in recent NumPy releases Workaround If you're experiencing this, try: # Option 1: Suppress the warnings with np.errstate(invalid='ignore', divide='ignore'): # your calculations # Option 2: Force NumPy to use OpenBLAS instead of Accelerate # (requires reinstalling NumPy with pip --no-binary=numpy)
  19. Thanks for making this @Grautvornix! I really like the wall drawing. I was getting some errors though. Maybe this is tied to that, but the walls didn't appear in atlas /Users/me/Downloads/mercator-0.9.0/atlas_maps/model_picture.py:320: RuntimeWarning: invalid value encountered in matmul normals = piece.normals @ view.T
  20. New tests on the latest iteration. The bouncing elephants bug is now much harder to reproduce. When trying to gather them at the same point, the issue is much less pronounced than before: However, I was able to reproduce it in the following situations: Walking around corners: I think the bouncing effect is triggered when two or more units become blocked by objects or other units of similar strength. You can see in one part of the video that a single elephant gets blocked, but nothing happens because it has enough space to bounce. Later in the video, however, more than one elephant gets blocked from all sides, and that's when the bouncing starts. Yesterday we talked a bit about adding some kind of diminishing return calculation to reduce the bouncing effect as it keeps repeating. This could be a relatively low-cost solution in terms of performance that might address the issue. Moving through narrow paths: This is perhaps the most important issue to address. At some point, they should be able to "agree" on who gets through first. Common sense tells the user to destroy the house first before trying to pass, and it's perfectly valid for a successful attack to depend on the player's ability to move their units through narrow paths or turtle bases. However, it is still noticeable that more than half of the elephants get stuck in a space they should be able to pass through relatively easily: It makes sense that they don't turn as quickly as they do in vanilla and that, as a consequence, their attacks and movement take longer to execute. After all, we're talking about a huge animal. Somewhat slower and, in a way, "clumsy" movement is to be expected. Beyond continuing to tune the elephants' physical values, I think it would be worth considering some degree of overlapping. Not as much as what currently exists in vanilla, but enough to help reduce some of the clumsiness and to emulate a slight "compression" of their bodies when they are packed together. After all, they are organic bodies with some degree of flexibility, not rigid objects like tanks. Could we also try making their hitbox oval rather than square? This might help reduce collisions between them even further. This last comment is outside the scope of this PR, but I think it's worth mentioning: This testing also made me wonder whether it's desirable for elephants to prioritize attacking nearby units over buildings. In the video example, I send the elephants to attack the fortress directly. Then I press H to make them attack freely. The elephants prioritize attacking the units, but the ones in the back can't reach them and end up bouncing around without dealing any damage. Elephants are perhaps the only "hybrid" unit in the game, in the sense that, although they are not classified as siege units, they can still destroy buildings quite effectively. Perhaps we should consider giving them a smaller target acquisition range, so that in situations like this, they choose to attack buildings instead.
  21. One could vibe code a tool which automates that, behind replay pallas the api is public
  22. Would not reduce the impact of Mercator to his famous projection. As I wrote, he did other things as well (producing an Atlas). Regarding spherical maps, this is specifically a question to the game mechanics, i.e. a unit leaving through one side must reappear on the opposite side. this might have quite some consequences on pathfinding.
  23. Just used an old map from the forum for demonstration
  24. Yesterday
  25. Small comment: naming a map editing tool "Mercator" while having nothing to do with the ubiquitous Mercator projection would be like naming a financial tool "Crypto" while having nothing to do with cryptocurrency. But this leads me to a bit of an unrelated question: do you think it's possible to make spherical maps? To map a whole planet.
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